Action RPG

Fallout 3 [X360/PS3/PC – Beta & Unused Stuff]

Fallout 3 is a action RPG developed by Bethesda Game Studios in 2008, for the Xbox 360, Playstation 3 and PC. As we can read on Wikipedia, the F3 project was initially under development by Black Isle Studios, a studio owned by Interplay Entertainment, under the working title Fallout 3: Van Buren.

When Interplay went bankrupt and closed down Black Isle Studios before the game could be completed, the license to develop Fallout 3 was sold for a $1,175,000 minimum guaranteed advance against royalties to Bethesda Softworks, a studio primarily known for the The Elder Scrolls series.

Bethesda’s Fallout 3 however, was developed from scratch, using neither Van Buren code, nor any other materials created by Black Isle Studios.

In the released game there are still many unused items, weapons and perks, while in some early videos we can notice various beta locations and characters. You can find the full list of unused items at Fallout Wikia!

The following YouTube videos show cut content and development content from when fallout 3 and its DLC was in development. Very interesting stuff; almost all of the cut content can be accessed on the PC version and the beta tesla cannon can be found in the broken steel DLC and used on all ports of fallout 3 too.

Thanks to DCodes7 for the contribution!

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Kingdom Hearts 2 [PS2 – Beta]

Kingdom Hearts 2 is an action RPG developed by Square Enix and published by Buena Vista Games and Square Enix in 2005 for the PlayStation 2. Superfun64 has noticed a beta screenshot from an old magazine article, in which we can see Donald and Goofy in the scene with the huge Heartless war battle, but they are not in there in the final game.

Also, in a beta video from Tokyo Game Show 2003 we can see a different Twilight Town, the removed Hollow Bastion Tower and various removed scenes, like one in which Donald freeze himself.

Yaz0r found out that there is a Woddy & Buzz (from Toy Story) model in the KH2 data. They are unfinished/untextured but it looks like they were planned as summons. They are in the middle of the other summons models, that’s why we can assume that they were planned as summons. During KH2 production, there were an issues between Disney & Pixar (especialy around Toy Story 3 and the deal they had signed together). It’s possible that Square scraped the Pixar stuff to prevent from beeing involved.

There are even more early screens at KH2 website, if you can find other beta images, let us know!

Thanks to Superfun64 and Yaz0r for the contributions!

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Kingdom Hearts [PS2 – Beta]

Kingdom Hearts is an action RPG developed and published by Square in 2002 for the PlayStation 2. The idea for Kingdom Hearts came about when producer Shinji Hashimoto met with a Disney executive in an elevator;  Square and Disney had previously worked in the same building in Japan. The game began development in February 2000 and originally the beta focused more on the gameplay with a simple story to appeal to Disney’s target age range.

After executive producer Hironobu Sakaguchi told director Tetsuya Nomura the game would be a failure if it did not aim for the same level as the Final Fantasy series, Nomura began to develop the story further. Some content that did not make it into Kingdom Hearts was later added into Kingdom Hearts II.

The “Pride Land” from The Lion King, for instance, was infeasible because an additional program was required to process movement on four legs—a necessity since Sora would become a lion in that world. Due to time constraints, the developers left out an optional boss battle, similar to the Sephiroth battle, against Tifa Lockhart. She was later included in Kingdom Hearts II as a more developed character. [Info from Wikipedia]

In a beta trailer from 2001 you can see many differences between the beta build and the final build. Such as Sora roaming around Disney Castle. In the final build, you do not go to Disney Castle, but there is an image of it on the world map, but it is never selectable.

More differences, as spotted by YT users:

  • The logo’s different
  • Goofy’s cloth is different
  • Sora’s beta hair color
  • removed scene with Riku on the Clock Tower

In an interview with Nomura, we can read that:

“Actually,” he continues, “the first weapon I showed Disney was a chainsaw. It was this chainsaw-like weapon that I had a rough sketch of when I first showed my concepts to Disney. Everyone got this scrunched-up look on their face and nobody said a word in the entire room. Dead silence. And I thought ‘No, I guess this wouldn’t work, huh?'”

Shadowdorothy also noticed:

  • In the beta Riku didn’t have his black gloves he does in the final release
  • Kairi’s skirt is longer in the official release.
  • The opening monologue by Sora went through a major change, as in the commercial it appears that Sora is having a conversation with someone.
  • The magic system was changed dramatically, as the magic system sub-menu originally opened on top of the action menu.
  • The door was also removed, and by “the door” I mean that strange door on Destiny Island that you can’t see until Sora has a flash back that involves Riku and him being kids.
  • It also appears that Sora, not Kairi, was the one that needed saving, as per some dailouge seen at the end of the com.

Some more info on the beta can be found on X-Cult!

Thanks a lot to Brad and Shadowdorothy for the contributions!

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Borderlands [Prototype – PC / Xbox 360 / PS3]

Borderlands is a science fiction FPS with RPG elements developed by Gearbox Software for PlayStation 3, Xbox 360 and PC. The game was originally revealed in the September 2007 issue of Game Informer magazine. [Info from Wikipedia] When the game was shown again in April 2009, Gearbox changed the graphic style of the game using a “cell shading” technic, that they like to call “Concept Art Style”, instead of the original “realistic” look. Some of the beta places and characters seen in the early screens are not be present in the final version or were heavily changed.

Beta Version:

borderlands-original-beta

Final version:

borderlands-cell-shading

Also, in the final game’s code are still hidden lots and lots of beta unused elements, as we can read from Celice posts in the Cutting Room Floor Forum:

There’s also the old Doctor Zed along with his old textures, but for some reason the new textures are applied to the model :/ A bunch of male and female villagers from the early version can also be found here, along with some interesting bandits, like one that’s apparently a spawner? and a jetpack guy. The old Elite Bandits were reused as Krom’s design. Also, a bunch of the internal names are different, like Scooter’s original name is Brock, and Steele’s redesigned character is named Helga (the old Steele is still present with Steele as the filename).

I know a bunch of early audio footage was salvaged from this folder, but these filenames seem almost just as telling as the audio files themselves. One of the in-game signs mentions a mine, along with two other locations.

Also, Lilith is in a lot of files for some reason. And in the Salt Flats, that big saw-thing might have been a boss–at least, that’s included in some of the files. Could have just been a designation as the boss-piece–but the piece in question doesn’t resemble the actual saw you climb up and fight Flynt on at all (also Flynt’s name is Larry :p ). Some mobile treads are included in the files. There is also a shovel-apparatus instead of a saw in the files as well–quite interesting!

[beta map that can be seen in the gallery below] This shows the Salt Flats in the north-west, New Haven in the west, Old Haven in the east, the Scrap Yard is the yellow area, and I don’t recognize the other letters. Trash Coast/Pirate Bay (Treacher’s Landing) seem to be somewhere else. This is a whiteboard drawing, probably an early planning phase? Interesting layout at least!

In the e3 2008 video, we see a section of land, but I don’t remember what the guy called it (Randy Pitchford?). He did mention that the previous year, they had shown Salt Flats privately at another show. A big long-shot would be to compare the old e3 2008 video with this whiteboard map and see if any of the shapes seem to match. The map shown in the video seemed much more verdant than the final game, so it could have been anywhere really.

And for the audio files, after a little more rummaging, they don’t look to be that interesting :/ The Interludes are the area with Mad Maxx and Baron Flynt, and the other areas are similarly named differently. The editor’s area names match the audio file names.

And I forget what folder I found the texture, but there was an early load-screen mockup that showed four characters standing with their experience levels, and some flavor text at the bottom about how many kills a character god. I guess the loading screens were gonna be a bit more stat-centric. In the level editor the loading spawn maps have the four characters spawn in the same arrangement. In an early test map, there was also a wonky image of an early player inventory. Everything was distorted, and it looked pretty basic. The main weapon loadout was the same though as it is in the final game, though the arrangement was a bit different. Menu text was also present, but too hard to decipher.

In the test folder are more early materials. There are a few different skins for the original car, but most of the models are missing, and if they aren’t, their textures are. However, this hover car seems to have survived pretty well! A final hover car is in the game, but I haven’t found it myself just yet (other people have found it, along with a tramway shown on one of the bulletin boards).

Apparently at one point Pandora was to have its own asteroid belt orbiting it, visible during the day. Kinda like that ring-thing from the Halo games?

Speaking of the e3 2008 video, I found the character models for Roland, Modecai, and Lilith, all in their original designs. The interesting thing is that Roland has three different costumes. The original Siren, apart from the blonde hair, also wears an outfit striking similar to Tannis–personally, I think the original Siren’s design became Tannis. A later trailer for the game still shows the three characters, but Roland appears to have the darker skin, and Lilith now looks like the Steele character, who’s final file’s internal name is Helga. Did The Siren become two other characters before her final design was settled? Interesting stuff to consider.

Another interesting thing is the Character Salix, who is also included with some of the Siren assets. She’s in the final-game assets too, but retains her old design. That would’ve made four different Siren’s, at least, in the active development cycle, with Salix being the only NPC version. And she ultimately wasn’t used :p Maybe she’ll show up in the sequel? I found various assets for a dam in the game, and that showed up in the second one :p

There’s also a lot of temple-like pieces, like generic Aztec-temple stuff, called Worker’s Temple. Dunno if it was just a place-holder; a lot of remnant level pieces are very modular, kinda like TimeSplitter’s map maker–their more like cell pieces than actual models.

In the Temp\Cinematic folder, there are placeholder for quests. In the e3 2008 preview, Randy said each character would have their own private stories to explore, so maybe the characters were more story-centric earlier one? Modecai can be seen in one of the placeholders, along with Helena and Roland. The old Scooter name is also referenced (Brock), so he was evidentially around at this time too, at least in name. Speaking of Helena, in her old files, she’s internally referred to as deal_breaker, which is interesting. This head has a different hair style than the bun-look showed in the 2008 trailer and final deisgn (and in this preview shot). Her iconic scars are present in all three versions of the character though. Wonder if it was thematically tied to the deal_breaker name? Double-face? Huh.

Speaking of the dark-helmet, in the sound assets, there is a sound for night-vision helmet stuff. And there are also files for stamina and encumbrance; an old hud asset (older/different than the e3 2008 hud and the hud asset mentioned earlier) has places for stamina. There were also two types of grenages

A bunch of other food items are also in the game, including a bunch of fresh vegetables growing in the soil!

If you jump over to Rust Commons East from Rust Commons West, you can activate a quest marker for activating the radar dishes; a building also has a different layout, as well as a marker for a quest board and a WELCOME sign not present in the actual Rust Commons East. An indicator of an older development state of the area? A huge path is open as well, connecting the very north with the rest of the level, which is barred off with cliffsides in the final version. If you go to the radar dish closest, you can activate a computer which completes the northern-radar dish quest normally meant to be accessed in the actual Rust Commons East. Both radar dishes actually have their switches active, and in different places than their normal locations in the actual Rust Commons East.

Also of interest are a few oil pumps which buttons not usable, across both Rust Commons East and West. They are present, but not usable. Old assets of a defunct quest, maybe? Speaking of defunct, in New Haven, once you try to repair the claptrap, there is a dahl repair kit on a rooftop near a white chest. You can pick it up, but it doesn’t activate the quest marker for the repair kit; in the editor, this repair kit is activated with some scripting, but I don’t know what the stuff indicates or means.

Thanks to Iven Allen and Daniel Nicaise for the contribution!

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The Elder Scrolls Travels: Oblivion [PSP – Cancelled]

The Elder Scrolls Travels: Oblivion [PSP – Cancelled]

The Elder Scrolls Travels: Oblivion is a cancelled action RPG in The Elder Scrolls series that was planned to be released for PSP, based on the main Oblivion game released for PC, Playstation 3 and Xbox 360 in 2006. The game was in development at Climax Group London (former Syrox Developments, from Kingston upon Thames, UK) with some help from Climax Group Los Angeles  in 2005 / 2006, with new characters, inventory system, combat system, levels and more features exclusive for this PSP version.

“The game was originally being created using an ‘inhouse’ game engine that was  being developed alongside the Oblivion PSP game. The engine used a BSP based renderer and early levels were prototyped using GTK Radiant. Eventually development moved over to use Renderware Studio following successes found through the engine’s use in Ghost Rider PSP and Silent Hill PSP (both in different stages of development at other Climax studios at the time).”

Because of the Playstation Portable hardware limitations, Elder Scrolls Travels: Oblivion was going to be a more linear game than the original Bethesda Game Studios version. There was a hub world which contained various vendors, NPCs and story characters, and player would have used a teleportation crystal to go to each of the explorable areas of the game. The hub world would change and react to the events that went on in each area, for example going on a side mission in a level and rescue an NPC, that NPC may show up in the HUB world as a special vendor or quest giver.

“One of the problems faced with Renderware was the use of navigation meshes that lead to NPCs not being able to physically being located above the player in 3D space. I’m not sure if this was limited to just the Oblivion PSP version of Renderware, however this limitation led to the levels that were implemented having no overlapping tiers or level layers (e.g. floors above floors) because the NPCs wouldn’t ‘find’ their way up overlapping paths. This problem wasn’t successfully resolved in time to have a positive effect on the designed levels. If the project progressed it’s possible that this would have been resolved leading to more complex multi-tiered environments. In the tech demo, this is why the Oblivion towers had no lifts, or vertical stairwells, and relied on the player walking through doors to load in the next level segment with a separate AI navmesh.”

Each area had multiple paths to be explored that were open or closed depending on which quest was active. Oblivion PSP was designed in a way that would maximize the console limitations, but there was a lot of levels planned and at one point Climax even thought it might have to be split on to two UMDs.

oblivion psp travels cancelled

The team at Climax had access to early builds of Oblivion and played it heavily to be able to better get the feel of the main game. Even Todd Howard was really impressed with the design that the team was able to create for the portable version, that included all of Oblivion’s main core mechanics, plot, characters and playable areas related to TES4: Oblivion’s storyline. The game took place at the same time as Oblivion, but wanted to express that the Oblivion Crisis was happening all over Tamriel, not just in Cyrodiil, so it was set in and around High Rock. Some of the levels were set in Moonguard, Anticlere, Glenpoint and even Daggerfall, each with their own explorable world areas and plane of Oblivion that was a unique reflection of the level location.

“The story was planned to take the player across the northern regions of Tamriel, mainly focusing on High Rock, and be timed to take place as a second storyline during the main story in the main Oblivion game. The idea was that Oblivion gates were opening all across Tamriel, not just limited to Cyrodiil.

The main antagonist was going to be called Zhurl. The story was the player basically tracking and following Zhurl through the zones and Oblivion gates with him always being 1 step ahead until the end of the game.

Originally there was due to be 10 levels across 5 regions that would each have its own counterpart Oblivion gate. The idea was that, because of being linear rather than open world, progression would go from Tamriel to Oblivion for each leg of the game.”

  • Rhalta: the starting location of the game, with the player starting in a prison cell to mirror what happened in the main Oblivion game. The idea was that the player was experiencing an adventure that was equally as important and the story would be intertwined with references to the events of the main Oblivion game.
  • Anticlere: This was a walled city – the player would traverse through house interiors and streets, winding their way upwards towards Anticlere castle. The Oblivion plain level was to be a winding maze of underground caverns that would cross paths on multiple levels.
  • MoonGuard: a village in the province of High Rock. It is one of several possible locations that the Eternal Champion may discover in The Elder Scrolls: Arena.
  • Glenpoint: Intended to have the player to start in an underground cavern system, walk their way down a mountainside to then travel across open green spaces, ending at a church and graveyard.
  • Daggerfall: This was planned to be a return to Daggerfall, but completely destroyed. The idea was that the whole city would have been torn apart with lava and some aspects of the Oblivion plain would have started to merge with Tamriel. Destruction was to be done partially by huge worms (think the sand worms from Tremors) that ate through the ground and destroyed the city streets. The player would spend time walking in the tunnels left behind by these worms that would lead the player underneath buildings and up and out to resurface on the other side.

The hub city was planned to have several small quests to help you navigate and familiarize the player with where key vendor NPCs were (e.g. there was a planned burglar quest within the main city for the armourer with a reward for 50% discount on repair for armour and weapon damage).

In The Elder Scrolls Travels players would have helped a Mage to try to stop the Oblivion Crisis, and each plane of Oblivion featured it’s own unique boss.

oblivion psp cancelled

The designers had planned more than 180 quests, which took on a variety of things from the main quest line to a huge variety of side quests, including quests for the various guilds. The plotline (and side quests) on PSP referenced the Oblivion game and plot line at several points to tie the two products together, and even explained / foretold some of the events of Oblivion – for example, the Dark Brotherhood quest line heavily featured Lucien Lachance (before his demise in the main Oblivion game).

Monsters / NPCs were to include:

  • Rat
  • Prison Guard
  • Scamp
  • Rhalta Mage
  • Rhalta Guard Captain
  • Mythic Dawn

The skill system was closely aligned with Oblivion, and was planned to include:

  • 18 unique skills
  • Player had to choose 7 skills as ‘major’ while the rest became ‘minor’
  • Increasing abilities in major skills was the only way to level up
  • Major skills to start with 25 attribute points
  • Minor skills to start with 5 attribute points

The team developed a few playable levels using Renderware Studio and most of the core gameplay systems was already working or planned, as the combat mechanics (which allowed the player to sub-select parts of an enemy when targeting them, due to only having one analogue stick on the PSP), inventory system, TES character statistics system using Oblivion’s own attributes / skills formula and the conversation system.

the elder scroll oblivion psp

Unfortunately we’ll never be able to play a final version of this unique version of Oblivion. A playable prototype was leaked online in June 2016, you can search the ISO on Google.. check the videos in this page for more info! Although the PSP game was announced for release in spring 2007 and the team had already created some great content, The Elder Scrolls Travels was soon cancelled and it vanished forever without any official comment from Climax or Bethesda.

Eventually, with the changes in game engine and technical challenges faced, each environment was reduced from being fully unique levels – the scope of the game was reduced to meet project milestones. This meant that the game changed to use a modular approach to level design instead of fully unique regions and the scope was reduced to reuse Oblivion plain levels. Each level ‘module’ was then used like jigsaw puzzle pieces to create the levels – artists would then take these piecemeal levels and complete a pass to make them correctly lit and integrated stylistically. The leaked tech demo mainly includes the standalone levels (I.E. those that were not created in a modular fashion).

The original deal was signed with too little time and too little money to actually make it. In early development Climax were going to use their own internal 3D engine for PSP, but when that didn’t move quick enough they switched over to using Renderware Studio (which was already been used on other games) for an easier and faster development. Sadly this was too late to save the project and Oblivion PSP was cancelled.

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